3rd HMG for FOBs

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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

3rd HMG for FOBs

Post by doop-de-doo »

What are the chances of getting one more HMG for the FOBS. With the 2 we have at present, there always seems to be a blind spot that can't be defended. Simplest case is one watching front, the other watching the back, but the sides are exposed. The field of view from the gun is very wide and if there was one more, there would almost be a full 360 defense around the location. Thanks.

I used the simplest analogy as an example. If I could, I would place the FOB at the end of a tunnel, all the time.
Last edited by doop-de-doo on 2010-08-05 19:32, edited 1 time in total.

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Gammlgandalf13
Posts: 155
Joined: 2009-06-16 17:51

Re: 3rd HMG for FOBs

Post by Gammlgandalf13 »

There should be 4 Squadmembers left who can cover the sides!
Teamwork is the key.

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Jazz
Posts: 128
Joined: 2009-04-19 17:45

Re: 3rd HMG for FOBs

Post by Jazz »

Well, I would consider a FOB location where one side could be easily guarded without HMG's. Try to get a feel of where the enemy is located when you place the FOB down. A hill could be used to shelter one side.

If all else fails your squad still has access to an LMG and a LAT at almost all times. Build some sandbags to help cover the guys defending the rear.
the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: 3rd HMG for FOBs

Post by the_ganman »

or build something like this

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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 3rd HMG for FOBs

Post by goguapsy »

This is Project Gameplay, not Project Reality.

What I mean is, if we had 3HMGs, you would have 0 blind spots, making it impossible to flank it. Use foxholes instead, they work awesome - make your LMG out of the HMG.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: 3rd HMG for FOBs

Post by Bringerof_D »

goguapsy wrote:This is Project Gameplay, not Project Reality.

What I mean is, if we had 3HMGs, you would have 0 blind spots, making it impossible to flank it. Use foxholes instead, they work awesome - make your LMG out of the HMG.
actually realistically that would be all you get. the heavy machine guns are a platoon level weapon where a platoon would get 2 or 3, either teams in PR tend to be around the size of one relatively small platoon so having only 2 makes perfect sense. an FOB is usually built by a platoon, so the fact that you can have more than one FOB and in which case double the MGs is a gift already
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 3rd HMG for FOBs

Post by goguapsy »

Bringerof_D wrote:actually realistically that would be all you get. the heavy machine guns are a platoon level weapon where a platoon would get 2 or 3, either teams in PR tend to be around the size of one relatively small platoon so having only 2 makes perfect sense. an FOB is usually built by a platoon, so the fact that you can have more than one FOB and in which case double the MGs is a gift already
Yeah that was my point, IRL you could get a better defense area, while gameplay wise they limit to 2 HMGs (even if you can resupply for more weapons...)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Calhoun
Posts: 45
Joined: 2009-06-20 04:54

Re: 3rd HMG for FOBs

Post by Calhoun »

I don't know if it's really necessary to add another heavy machine gun to the count. A third one would be great to have, but we can certainly do without it.
goguapsy wrote:What I mean is, if we had 3HMGs, you would have 0 blind spots, making it impossible to flank it. Use foxholes instead, they work awesome - make your LMG out of the HMG.
A third heavy machine gun wouldn't make it much more difficult to flank than it is already. A vehicle with a mounted machine gun or infantry can cover that direction just the same.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 3rd HMG for FOBs

Post by Rudd »

50cals are very powerful ingame thanks to teh x4 zoom, place them at the most vulnerable areas, and use foxholes elsewhere. there is the fine line between powerful asset and spam :)
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Wo0Do0
Posts: 103
Joined: 2009-03-23 22:04

Re: 3rd HMG for FOBs

Post by Wo0Do0 »

the_ganman wrote:or build something like this

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Win....
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: 3rd HMG for FOBs

Post by badmojo420 »

the_ganman wrote:or build something like this

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yujie900 wrote:Win....
I fail to see how putting an HMG directly next to a fox hole is going to solve the OP's problem. Maybe if you get a guy with a LMG in there, THEN it'd be a win. But, he wasn't complaining that the rear or sides of the HMG nests are vulnerable, so that picture solves nothing.
the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: 3rd HMG for FOBs

Post by the_ganman »

I fail to see how putting an HMG directly next to a fox hole is going to solve the OP's problem. Maybe if you get a guy with a LMG in there, THEN it'd be a win. But, he wasn't complaining that the rear or sides of the HMG nests are vulnerable, so that picture solves nothing.
doop-de-doo wrote:d. Simplest case is one watching front, the other watching the back, but the sides are exposed.

PWND

BTW that hmg is in the sand bags not beside the sandbags. whats more if youd see in what context it was placed + Tow there was not a single avenue of aproache any vehicul Air or inf could aproach from withough facing some serious fire power or sharp wire
goguapsy
Posts: 3688
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Re: 3rd HMG for FOBs

Post by goguapsy »

Calhoun wrote:A third heavy machine gun wouldn't make it much more difficult to flank than it is already. A vehicle with a mounted machine gun or infantry can cover that direction just the same.
As Rudd said, the .50HMG IS pretty strong - it's well protected and has a 4x zoom. Normal .50cal vehicles (ex. Landy) are pretty easy to take out the gunner if compared to a HMG and are much less efficient, for they don't have 4x zoom (specially useful in Op. Archer, which the Canadian's truck, though ub33r handy to climb vertical walls, have very innacurate guns on top of them, if compared to a static HMG).

What I mean is, it's all about location: get to a place where 2 .50cals can cover well. Build foxholes (they ARE useful, specially to make car-parking areas that are safer than uphill (foxholes prevent lower-level shots).

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(pretend the bullet-proof glass or metal is facing down the hill to the car gunner, so he can't be hit from below as well, just from the sides (which the .50cals are facing and covering))
the_ganman wrote:PWND
I believe the OP meant that the .50 cals can only cover about 90 degrees FOV, so sides are normally exposed, if you face one .50cal away from the other.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: 3rd HMG for FOBs

Post by badmojo420 »

the_ganman wrote:PWND
LOL

It's a crazy ability, being able to see someones meaning, instead of just reading their words literally. You should try it sometime.

The OP wanted a 3rd HMG nest, to make the area the HMGs can cover, bigger. When he said the sides were exposed, he meant the sides of the FOB, not the sides of one individual HMG nest.

I don't know where you got the idea that the 3rd HMG nest would be used as some type of blocking device? That's just illogical, when we have other deployables specifically for that purpose.

Anyway, I disagree with the suggestion, but at least I understand it.
Last edited by badmojo420 on 2010-08-06 03:00, edited 1 time in total.
Nakata
Posts: 102
Joined: 2010-02-05 02:24

Re: 3rd HMG for FOBs

Post by Nakata »

the_ganman wrote:or build something like this

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That HMG was awsome :D i will copy it ok? ;D
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: 3rd HMG for FOBs

Post by Dev1200 »

the_ganman wrote:or build something like this

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This, but I honestly wouldn't mind a 3rd HMG. Maybe allow a 3rd HMG but have it so that you can't build AA/AT. This way you won't have epic doom firebases
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Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: 3rd HMG for FOBs

Post by Imchicken1 »

Dev1200 wrote:This, but I honestly wouldn't mind a 3rd HMG. Maybe allow a 3rd HMG but have it so that you can't build AA/AT. This way you won't have epic doom firebases
If possible, have the 3rd HMG the equivelent of a Stinger or TOW? That way you only get a certain amount of doom-ness for the whole map.

EG. You only get 2 TOWs per map. No matter how many fb's (1 per fb though)
You only get 1 or 2 extra HMG's. That way only 1 or 2 FB's have an extra HMG

Sorry if that doesnt make sense. Althought Dev1200's idea is good as well
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 3rd HMG for FOBs

Post by cyberzomby »

But suggestion to help is the one that says you have 4 additional squad-members. If you let them scout the other directions from a foxhole you should not have any trouble of protecting the position. And finding better spots like mentioned should help out as well. Theres a reason people build FOB's between buildings and tugged away in basements ;)
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: 3rd HMG for FOBs

Post by Rissien »

the_ganman wrote:PWND

BTW that hmg is in the sand bags not beside the sandbags. whats more if youd see in what context it was placed + Tow there was not a single avenue of aproache any vehicul Air or inf could aproach from withough facing some serious fire power or sharp wire
Wrong! You missunderstood his statement. He wasnt talking about the sides of the HMG, he was talking about the flanks of the FOB
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: 3rd HMG for FOBs

Post by Pronck »

I always park my humvee etc. in a foxhole, that gives you a excellent cover! But maybe you could make it that if you place a 3th .50 cal, that you can't a TOW and vice versa.
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